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XCOM SG Signup and Rule discussion?

uberfish Wrote:I started the research projects on most of the alien tech so we could sell the smaller plasma weapons, mind probes and corpses which were cluttering up the base. Laser rifle is being researched.

Wait are we researching multiple things all at once? is that better than putting all our best minds on one project?
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dazerroyalty,

You can start a research project without assigning any scientists to it. This allows you to sell the object (corpse, weapon, whatever) to clear space and raise cash without causing any problems later with the research project.
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haphazard1 Wrote:dazerroyalty,

You can start a research project without assigning any scientists to it. This allows you to sell the object (corpse, weapon, whatever) to clear space and raise cash without causing any problems later with the research project.

Ah, I did not know that. Ingenious!
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uberfish Wrote:KIA:

Haphazard1, died from Imperial Stormtrooper Accuracy Syndrome
Roland, sniped at night
Sunrise089, died in UFO assault
Sciz, sniped at night

Conclusion: night missions in wide open fields aren't a great idea tongue Not really the cleanest mission ever, but overall a profitable one anyway.

I suggest keeping the autocannon on Uberfish for now as its high explosive ammo is very useful for killing aliens hiding behind walls.

4 dead per mission(thx uberfish thats what i ment) I hope this rate Improves or you might run short of forum members before the end (then again I have never played this game)

And gee I wonder why Uberfish wants Uberfish to have the slow heavy explosive launching weapon.
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fire&ice' Wrote:4 kills per death I hope this rate Improves or you might run short of forum members before the end (then again I have never played this game)

A 4:1 alien:XCOM kill ratio is actually not bad at this stage, given the difficulty level and our pathetic weapons before research starts closing the gap with the invaders. Sure, we would like to do better...but losses will happen.

fire&ice' Wrote:And gee I wonder why Uberfish wants Uberfish to have the slow heavy explosive launching weapon.

I would comment on this, but my head seems to have been vaporized by an alien plasma weapon. yikes

I think Uberfish's trooper had good strength, which is important for the soldier hauling around the big cannon. Recruits are not all good for everything; most of the time you are lucky if they are decent at one thing. Choosing who gets which weapons can make a sizable difference in performance.
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It's not a 4:1 kill ratio, it's 4 deaths per mission so far. There were 6 aliens on mine. At the start of the game humans generally outnumber the aliens in missions, but aliens have better equipment/night vision/accuracy. The start of that fight where Haphazard died would be a case in point, 1 tank and 3 troopers missed a total of 10+ shots at medium range. banghead
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OK, that's definitely less impressive a record for our side to date. frown

I did not think to check my trooper's stats, although I did not notice anything exceptional and a couple things which were pretty poor. This is normal for raw recruits, unfortunately; unless you get lucky they are pretty mediocre at everything.

What kind of shots were you using -- aimed, snap, auto? I am guessing basic rifles were the usual weapon. Without a kneeling bonus, recruit accuracy with basic rifles is quite poor. Recruits start with accuracy between 40 and 70, and snap shots with a basic rifle are 60% accurate. So call it 55% * 60% = 33% or so. (I am assuming the soldier has nothing in the off hand; this would cause a 20% penalty if they do.) If it was auto shot (and 10 shots from 3 soliders and a tank suggest it was), then 55% * 35% = slightly under 20%.

Still pretty bad to miss with all 10 shots...but these things happen. frown
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Congratulations on completing another difficult night mission vs landed UFO. Hopefully the next ones will be shoot downs in daylight to even the odds a bit.

For lurkers out there, its not uncommon to loose 50-80+ recruits in the first few months on Superhuman- more if you get really bad landing zones (especially on terror missions). If they use area effect weapons when you're coming off the transport you can loose most of the squad in one go.
So everyone should get at least one go thumbsup

There was an FAQ that recommended assigning sniper roles to 2-4 soldiers with accuracy 60+, reactions 50+ and bravery 30+. Leave them near the ranger & use for long range aimed shots vs spotted targets when on wide open maps. Scout with new recruits and the tank. Works better once we can get heavy plasmas - you can shoot your way through the buildings etc if required then.

Autocannon is our best AP weapon currently but try not to use it on targets near our troops unless you like friendly fire. Best to keep it back in a sniper type role as well. Uberfish is quite right on the high strength & at least medium accuracy requirements - one is enough for a squad.
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Quote:Selrahc spotted an alien hiding in the tall wheat, shot at it and missed again.

Hell of a day...
That's the spirit though. Do a little bit of stuff to show willing, but for gods sake don't hit it or you'll really draw attention.

Are you guys going to post up a team roster, so we can see the current band of forumites being herded into groups and thrown at the aliens?
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Autocannon (HE ammo) is the most fun early weapon imo since you don't actually need to be that accurate with it to be effective, so long as your teammates are out of the line of fire. Near misses often get kills, or at least demolish the aliens' cover.
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